In the demo there were only two: the ramp, which attaches a glider to your carts and wafts them across a gap and the cannon. For the rollercoaster you get modules to add to the track, and there are apparently loads of weird ones. For every ride you can unlock upgrades to impossify them, which in real life would make them incredibly dangerous and result in thousands of lawsuits every year, but in the game just makes them more awesomer. It also introduces the impossification idea very neatly. You can press different buttons to change the height, yaw, roll and pitch (or, as I would put it before playing the demo and learning these concepts, make the track all bendy and go sideways!) of indididual sections of the track, both as you place a new section for the first time, or afterwards if you want to fine-tune things. It's a good choice to demo, because it combines the "aw, man, cool!" instinct that rollercoasters tend to arouse in people, with an indication of how deep you can go with some of the systems. The Gamescom demo build - which, in the spirit of Park Beyond's "impossification" concept of making the impossible reality, I played despite being hundreds of miles from Cologne - was the first level of the game, introducing you to coaster building. The coasters in this game are an absolute menace. It's never been so easy to make a ride that breaks both the laws of physics and the laws of health and saftey. The toolset for building a rollercoast is, in particular, impressive. Inside this Park Beyond are two wolves, in other words, and each needs a different but equally robust set of tools to wrangle.Īfter some hands on with an early build of Park Beyond, I have a little more faith that Limbic Entertainment are going to be able to pull it off. Then there are people who want to design a park full of cool-ass rides and different themed zones, a true magical wonderland. There are people who love doing the management bits - the bean-counting, optimising the amount of salt on fries to make people thirsty and buy more drinks, paying close attention to demographics and average spends and that sort of kidney*. Park Beyond, an upcoming theme park management sim in the vein of a juiced up Rollercoaster Tycoon, is trying to balance two slightly opposed teams in its target audience.
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